Jaerc's Races of Nordgard {Need Input} [Archive] - Wizards Community

Post/Author/DateTimePost
Obsidianjaerc

01-29-08, 12:52 PM
The Races of Nordgard Index

Humans (http://forums.gleemax.com/showpost.php?p=14953992&postcount=2)
Solari
Belzerai
Alantari
Tarruci
Quarn
Lordnor
Shamalinan
Dwarves
Dummek
Glormek
Elves
Codename: Aramalos
Codename: Ithil
Codename: Cireliel
The Many & The One
Abh
The Forgotten
Halflings
Wanderkin
Hairfoot
Gnomes
Aestic
The Exiled
Orcs/Dragonborn
Orrukken
Tieflings
Kenku
Codename: Boxobo
Aasimar
Remnants
Dromites
T'zzith
Narghuk
The Forged

Red means it's something that requires my attention or that I want specific help with.
Dark Green means it's something I haven't gotten to yet.
Blue means updated!
Obsidianjaerc

01-29-08, 12:53 PM
Humans
Soldiers. Merchants. Kings.
The mighty empires of mankind are testament to the adaptability of this race. They are the youngest of the Heirs, the most unpredictable, humans are never afraid to carve their own destiny and that of the worlds. From masters of fate to foolish peasants, humans have come to dominate much of Nordgard.

Solari
Two millenia ago this race began the conquests that would eventually lead to the largest empire mankind has ever forged. All men have heroes and villains, innovators and revolutionaries, lovers and zealots -- the solari people seem to like their larger than life.

Personality
Physical Description
Relations
Alignment
Religion
Language

Racial Traits
Humanoid (Heir, Solari): Solari are humanoid creatures.
Medium: As medium creatures solari have no special bonuses or penalties due to size. Solari base speed is 30 feet.
Bonus Feats: Solari gain 2 extra feats at first level.
Destiny: Solari gain a +1 bonus on the Favored Class synergy. Also Solari may once per day, as an immediate action, reroll any dice, additionally gaining a +1 bonus for every 5 HD he possesses to that reroll.
Languages: Imperial and a solari speaks one more language of his choice. Bonus: Any
Favored Class: Any two.

Belzerai
Veterans of constant testing and warfare, belzerai are a secret, hunted race. The Solari military created these super-soldiers through a strict regiment of alchemy, transformational psionics, and arcane experimentation-- but that's changing.

Personality
Physical Description
Relations
Alignment
Religion
Language

Racial Traits

Alantari
For time immemorial these men have ruled over lands of The Cade, generations united by pride, dedication, and oaths. Blood calls to blood: alantari value family, spirit calls to spirit: alantari value camaraderie, soul calls to soul: alantari value love. The alantari are a Romantic people; grand ideals and decisive moves vie for the most common course of action.

Personality
Physical Description
Relations
Alignment
Religion
Language

Racial Traits
Humanoid (Heir, Alantari): Alantari are humanoid creatures.
Medium: As medium creatures alantari have no special bonuses or penalties due to size. Alantari base speed is 30 feet.
Heroic: After assigning ability scores alantari gains 4 extra ability point, each increases the chosen score by one, to spend as desired. No ability score may be raised above 20 with these points.
Resilient: Alantari choose one of the following to gain: Mettle, Evasion, or Conviction.
Adaptable: Alantari gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.
Languages: Imperial. Bonus: Primary-- Norlisc, Secondary-- Any
Favored Class: Any two.

Tarrucci
Ambition tempered with patience. Hard work augmented by excellence. Liberty bound only by ability. Tarrucci strive for perfection in all things. The virtues of the tarrucci are much like themselves: simple and earthy-- home, hearth, honor, hope.

Personality
Physical Description
Relations
Alignment
Religion
Language

Racial Traits
Humanoid (Heir, Tarrucci): Tarrucci are humanoid creatures.
Medium: As medium creatures tarrucci have no special bonuses or penalties due to size. Tarrucci base speed is 30 feet.
Bonus Feat: Talented (http://forums.gleemax.com/showpost.php?p=14070925&postcount=34).
Dedicated: Once per day when a tarrucci fails on a d20 roll, he may, as an immediate action, reroll and take the best result.
[B]Alternate Dedicated: Tarrucci have an increased maximum of level+4 rank in class skills.
Adaptable: Tarrucci gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.
Languages: Imperial. Bonus: Primary-- Tarian Military Dactyology (secret language), Secondary-- Any
Favored Class: Any two.

Shamalinan
"The asherati are what we-- the rest of the world, even --name them; it is the word for sun men in the clipped, Jh'ygsef tongue.
But the chosen people of the Pharunic pantheon call themselves the shamalinan. Most don't even remember what that means. Once they held their glory proud, and the ancestors of modern shamalinan grasped the awesome might of the Mandate.. Now the shamalinan, the children of The First Gods, hardly know or can even envisage those ancient times. They are condemned-- to live out clannish, brutal lives in the Red Wastes, caught in a struggle between ignorance, the despair of the dying, and hope for The Prophet."
~Sir Davon Mandamus

Personality
Physical Description
Relations
Alignment
Religion
Language

Racial Traits
Humanoid (Heir, Shamalinan): Shamalinan are humanoid creatures.
Medium: As medium creatures shamalinan have no special bonuses or penalties due to size. Tarrucci base speed is 30 feet.
Bonus Feat: A shamalinan may choose one feat from the following list as their bonus feats: Fill with CC, CD, SS
Chosen People: Once per day, as a free action, shamalinan can call upon the Pharunic gods and gain a +2 sacred (or profane depending on your moral alignment) bonus on any one dice roll.
Code of Conduct: Shamalinan are the sworn flesh of the Pharunic gods. If at any time a shamalinan's devotion fails or it acts against the interest of the Pharunic pantheon, a shamalinan experiences physical agony, akin to burning to death. This manifests in many ways, as chosen by the DM, but a common iteration is as follows. The shamalinan gains a -6 penalty on attack rolls, saving throws, and skill and ability checks. Furthermore they suffer a -30 penalty to hit points (to a minimum of 1) for at least the duration of the day.
Gift of Fire (Su): Shamalinan inherently know a single 3rd level (or lower at their choice) fire or heat themed spell or invocation, maneuver, meld, mystery, power, or utterance. A shamalinan may use this ability once per day as a standard action. The AL for this is equal to the shamalinan's HD and the save DC, if applicable, is (10+1/2HD+Cha bonus). Additionally they are always considered Practiced with all abilities that fall under this category. Finally whenever a shamalinan uses such an ability he can choose to change any damage it deals to raw divine energy.
Heat Endurance: Shamalinan gain a +2 bonus on saving throws and Constitution checks to resist fire and heat effects. A shamalinan can exist comfortably in temperatures of up to 120° F without having to make Fortitude saves. A shamalinan has base protection against heat, level 1.
Natural Armour: Shamalinan gain a +1 natural armour bonus to AC.
Sustainment of Waste: Shamalinan have no need to eat or imbibe liquids. Instead they must immerse themselves fully within sand once per day for 1 hour. A shamalinan may survive for 1 day per Constitution bonus without immersion after which they begin to die; and suffer as if effected by dehydration.
Water Vulnerability: When completely wet, a Shamalinan takes a -4 penalty on all attack rolls, ability checks, and skill checks. If a shamalinan is immersed in water, it cannot hold it's breath and must immediately begin making Constitution checks to avoid drowning.
Languages: ?. Bonus: Any
Favored Class: Any two.
LA: +1

Quarn
Race of men originally from the Tlapquezian region of Quarn. Name subject to change.

Personality
Physical Description
Relations
Alignment
Religion
Language

Racial Traits

Lordnor
Race of men orignally from the Tlapquezian regions of Galan and The Nine Valleys. Name subject to change.

Personality
Physical Description
Relations
Alignment
Religion
Language

Racial Traits
Obsidianjaerc

01-29-08, 12:53 PM
--nothing to see here--
Obsidianjaerc

01-29-08, 12:54 PM
--nothing to see here either--
Ekko

01-31-08, 05:29 PM
Jearc, what exactly are you looking for help with?
Obsidianjaerc

01-31-08, 07:47 PM
I wasn't very clear, was i?

I want impression on balance. I specifically want that for the Alantari ability Dedicated, and advice on which to use. I would like help building a list of Bonus Feats the Shamalinan should get. I would also like an analysis of that race-- they are a bit complex.

Finally I would like to know if anyone knows how to delete double posts? I seem to recall a method existing.
Obsidianjaerc

02-07-08, 07:33 AM
The Forgotten

Stone carves water. Knife carves flesh. Blood carves soul. A Forgotten is an Abh that did not or could not undergo the Rites of Volition. Without that fundamental choice made to anchor them, the very failure attracts Sea'ch. Whispers of blood, bones, and tears fill the failure and most go mad with promised power. Power that they seize and yet still hunger for.

Personality
Physical Description
Relations
Alignment
Religion
Language

Racial Traits
-2 Charisma
Aberration (Sea'ch): The Forgotten are abberations with the Sea'ch subtype. They are not subject to effects that affect only humanoids. The Forgotten do not possess darkvision.
Medium: As Medium creatures, The Forgotten have no special bonuses or penalties due to their size. The Forgotten base land speed is 30 feet.
Power: The Forgotten gains one of the following abilities and the minimum capability to use it. All normal restriction apply. One 1st level arcane or divine spell and accompanying spell slot, one 1st level maneuver, the ability to bind one 1st level vestige of choice, one least mystery, one utterance of the evolving mind, 1 point of essentia and 1 soulmeld. or one psionic power known and 2 power points. The effective ability level is equal to The Forgotten's HD and the save DC, if relevant, is (10+1/2 HD+ Cha modifier) unless otherwise stated.
Unnatural Resistance (Su): The Forgotten can use energy to increase their resistance to various forms of attack. As an immediate The Forgotten can expend the ability granted by Power, or an equivalent ability to gain a +4 racial bonus on saving throws until the beginning of its next action.
Unnatural Vitality (Su): When The Forgotten takes damage, she can spend energy reduce its severity. As an immediate action it can reduce the damage it is about to take by 4 hit points for every 1 expenditure of the ability granted by Power, or an equivalent.
Unnatural Repletion (Su): The Forgotten can sustain its body without need of food or water. If it expends the ability granted by Power, or an equivalent ability The Forgotten does not need to eat or drink for 24 hours.
Languages: Any. Bonus: Any
Favored Class: Any one.
Daroneasa

05-10-08, 03:32 AM
Your Solari race seems very unique and interesting, though I think they may be a tad too powerful. What faults might be inherent in this culture? Perhaps some sort of penalty could reflect this. Perhaps their greatest strength, their ability to master two classes and extra feats, is also indicative of their greatest weakness. Perhaps this dual-mindedness may manifest in a lower wisdom than usual, and perhaps Charisma too, for they might be prone to neglecting the niceties in favor of focusing on their chosen pursuits.

I dunno, just a thought. Looks like you have a good start though, I look forward to reading more about Nordgard.